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If you had to create the rules for World PvP, what would they be? Describe your game.

#1. No enemy name tags via PvP (unless you click on their character or are within 10 yards). It's time that we should be able to actually use the environment to our advantage).

#2. Multiple factions all fighting over the resources of the world (much like reality).

#3. PvP can happen anywhere and everywhere. If your good enough, you should be able to infiltrate the enemy's main city and earn a few kills.

#4. Sanctions to protect lowbies from max levelers, e.g., if a max level players destroys the same noob a few times, then that max player will be placed on the player bounty terminal. He will be on it for 72 hours. It will not reset when he dies. Everytime he dies, he drops all his items.

#5. Gigantic worlds (larger than Vanguard)

#6. No Battlegrounds. In fact, if you mention Battleground, Arena, or Warzone while in-game, you will be banned.

#7. The level of your enemy cannot be seen. You have no idea if the player you are about to attack is level 1 or 100.

#8. No PvP gear rewards. If you want good gear, then go earn it via crafting, advernturing, or raiding. If you must have some type of PvP reward, it will only be cosmetic enhancements.

#9. Since the world is gignatic (10x Vanguard), players can attempt to claim sections of land within the world. If a faction creates more forts and castles in a certain territory, then they own that territory. If your faction owns territory, then you will all be granted a harvesting, item drop, and combat buff while in that territory. This will add incentives to fight over some of the better areas - perhaps the ones that house raiding areas, dungeons, and caves etc.

#10. Semi-looting of characters. If you kill a player, you can take anything on them that they are not holding. you can loot all their gold (if they didn't bank it), spare items, harvested loot, and trinkets that are not equipped.

#11. World Housing. However, there is also instanced apartment housing for new characters within your faction's starting city. If you die, you spawn in your apartment - the only real safe spot.

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I wouldnt create a world PvP MMO. It is a niche audience with no marketable benefits.

My MMO would contain only consentual PvP. Either in the DAoC 3 faction model where PvP is segregated from the rest of the world or guild based flagging where guilds could declare war on other guilds but leave the rest of the playerbase free from griefing.

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For making PvP in an MMORPG interesting and wortwhile it needs to tie into the PvE. Meaning you do PvP to earn the right to do PvE, e.g. fight for valuable mob spawns, crafting ingredients, dungeons, NPC towns etc. This makes sense because you dont fight just for the sake of fighting but rather to gain something valuable and what is more valuable than making your character, your friend or even your clan more powerful? However you dont get it as a PvP drop but through PvE, which you need to fight for.

Battlegrounds could be in such a game but only for training, tournaments and alike. It should not give nearly the same rewards as world PvP.

Major NPC cities should have safe zone, otherwise it will be like anarchy. It makes sense for fighting not be allowed in civilized cities.

Combat should be 50/50 skillbased vs gear and stat based. That makes it so that a higher level character has an edge over a lower level one but the lower level one can still win, if skilled enough. Reason tt needs to be partly gear and stat based so to give incentive to PvP for PvE as mentioned above and also since all RPGs should contain progression.

Death penalties should be medium. Not meaningless like in ThemeParks but also not extreme like in Eve so you are afraid to use your best stuff for fear of losing it. So full loot is out but partial loot could work or some sort of stats debt so you cant keep dying and going back without consequences.

No hardcoded factions or any of that crap. Anyone can attack anyone, except in safe zones, which should be only in major NPC cities.

No penalty for griefing lowbies, it is up to the lowbies to join a powerful clan which protects them. The lowbie in turn would give a % of its exp to whoever he is sworn to, much like the Allegiance system in Asheron's Call. This gives both the incentive for guilds to recruit lowbies and protect them and gives protection to the lowbie.

No powerful NPCs who interfer in PvP except maybe in major NPC cities to prevent all out fighting. Altenative to completely dis-allow fighting but this could be abused.

No instances where people can hide from PvP, ever. If you want to be safe then join a powerful clan and then get the safety from your clan-mates and their guild house/spawn point/whatever.